I'm studying and experimenting with SpecAbs, with the goal of seeing which, if any, that Nol left out of the SHUA Worldhack (as superpowers) I might include in my expanded version (might as well call it SHUA-X).

I have had to abandon some early ideas, such using the SpecAbs "+2d6 fire damage" and "+4d6 fire damage" since they don't work as Items.

While running experiments, I have discovered and unusual effect with SpecAb 121 "Fire Touch" (already currently used by SHUA as "Energy Aura 1"). It seems to work as an Item, as when testing it, I hit an opponent and he received the expected extra damage. When my next turn for that PC came around, however, I was going to switch Items, and when I unreadied "Energy Aura 1" it immediately gave the former opponent another jolt of the extra damage. Curious, I readied the Item again, and again unreadied it, as I unreadied it, once again the opponent took another round of damage. I found that I could continue this, all in the same turn, until that opponent succumbed from loss of HPs.

I next experimented with using "Fire Touch" ("Energy Aura 1") in conjunction with a missile weapon (first Pistol, then Bow & arrows). In this case, in my first turn I hit the opponent with a missile, hitting with the expected extra damage. On my next turn, I unreadied the ranged weapon (rather than the Fire Touch Item) and the opponent took damage every time I did until defeated.

I'm wondering if I should re-add the "Cursed" property to "Energy Aura 1". That would prevent players from unreadying that Item, but not an effected missile weapon... Maybe, on the other hand, I should just trust players not to use this unexpected side-effect to cheat...

[edit: I find that this side-effect is not limited to the "Fire Touch" SpecAb, but has also shown up in such SpecAbs as "Paralyze on Hit" and "Carrion Stench".]

Is there a more recent list that details SpecAb effects when used as Items than I've been using (see above)...?